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Can we have some very simple restriction

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Schwalbe:

--- Quote from: Ed Elric          . on March 05, 2017, 05:24:09 pm ---
--- Quote from: Schwalbe on March 05, 2017, 05:05:25 pm ---
--- Quote from: Ace of Hawks on March 05, 2017, 05:03:15 pm ---seems pretty useless. especially when you get to higher levels some captains like to take more than one gunner. the current system works fine. remember you can always reccomend loadouts

--- End quote ---

Which they decline. And refuse to leave.
Or swap classes after accepting the loadout.
Also, I am yet to see higher level captain taking more than one gunner.

--- End quote ---

They do it with mine squids.  Thats pretty much it.

--- End quote ---

Prove it.

Higher level captain I consider above 40.

Red-Xiii:

--- Quote from: Schwalbe on March 05, 2017, 05:29:07 pm ---
--- Quote from: Ed Elric          . on March 05, 2017, 05:24:09 pm ---
--- Quote from: Schwalbe on March 05, 2017, 05:05:25 pm ---
--- Quote from: Ace of Hawks on March 05, 2017, 05:03:15 pm ---seems pretty useless. especially when you get to higher levels some captains like to take more than one gunner. the current system works fine. remember you can always reccomend loadouts

--- End quote ---

Which they decline. And refuse to leave.
Or swap classes after accepting the loadout.
Also, I am yet to see higher level captain taking more than one gunner.

--- End quote ---

They do it with mine squids.  Thats pretty much it.

--- End quote ---

Prove it.

Higher level captain I consider above 40.

--- End quote ---

Myself and Fapcat are frequent double gunner-ers. (sometimes triple gunner squids. For fun and not so fun.)

AlienOvermind:

--- Quote from: Ace of Hawks on March 05, 2017, 05:03:15 pm ---especially when you get to higher levels some captains like to take more than one gunner

--- End quote ---
Nobody does that in serious matches. People only do that in the same manner as using all-harpoon ships — to fool around. So, not a big deal if they lose one opportunity to do silly stuff. After all we got similar restriction for captain/piot slot and everything's fine.


--- Quote from: Schwalbe on March 05, 2017, 05:05:25 pm ---Which they decline. And refuse to leave.
Or swap classes after accepting the loadout.

--- End quote ---

Right. Also people joining mid-match. You can do absolutely nothting about them, except asking them to leave.

Psi Crow:
we don't need that. Also consider the following:
A ship may choose to have no gunner at all, engis only. Therefore the gunner spot also has to accept having an engineer. Now what if someone sits in there as engi, but the captain actually wants a gunner? now everything is stuck because of that one newbie who doesn't know about the spots and how to change class (or that one ignorant troll or whatever). without that restriction of yours the chances are good that there is still another player in the team who doesn't mind switching class for the good of the match.

Nikola Brackman:
Hmm... a somewhat weird idea, but what if we combined Engies and Gunners into a single "crew" class?  So basically there'd only be two classes: Pilot and Crew.  The Crew would have four equipment slots that they can fill with either ammo or engineering tools, would have all the stamina abilities of both engies and gunners (so they can sprint, force angles, and accelerate reloads), and would have access to all the non-Pilot cooldown abilities.

An individual crewmember would be able to specialize to their role using their loadout.  A gunner-style loadout would go heavy on ammo and bring an offensive cooldown like Cataclysm, an engie-style loadout would go heavy on tools and bring a defensive cooldown like Mechanized Reload.  Or someone could fit as a jack-of-all-trades, bringing two ammos and two tools.

Of course this would mean that with the exception of the Pilot being special, we effectively wouldn't have classes at all.  But it would address issues with getting people to switch classes, as well as situations like "I know you're a gunner, but you have a wrench and I need you to use it", or "I know you're an engineer, but you can still man guns so get on there".

Of course, maybe this is just crazy talk.  I can already see at least one issue would be a "gunner" bringing a buff hammer as his third ammo type, for example.  And it'd be hard to balance against other ammos because it stacks with them.

It would handily do away with the whole "everyone wants to be gunners, but everyone needs to be engies" thing though.

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